Search found 24 matches

by Jinto
Wed Sep 24, 2014 2:21 pm
Forum: Beginners Help
Topic: Simple Q ?
Replies: 1
Views: 350

Simple Q ?

Simple question:
English letters from editbox are properly saved in the XML file. But Russian letters from same editbox in the file XML recorded incorrectly !!! Help solve the problem!


wchar_t * fdf=L"";
swprintf(fdf,255,tmp_editbox->getText());


xmlWriter->writeElement(L"Personal", true,L ...
by Jinto
Tue Jan 15, 2013 7:44 am
Forum: Advanced Help
Topic: Advise algorithm
Replies: 15
Views: 2420

Re: Advise algorithm

by Jinto
Mon Jan 14, 2013 8:10 pm
Forum: Advanced Help
Topic: Advise algorithm
Replies: 15
Views: 2420

Re: Advise algorithm

Image
by Jinto
Mon Jan 14, 2013 4:10 pm
Forum: Code Snippets
Topic: Triplanar mapping shader with normal map support
Replies: 15
Views: 10952

Re: Triplanar mapping shader with normal map support

D't work...

class cShaderCallback : public IShaderConstantSetCallBack
{
public:
cShaderCallback(){}
void OnSetConstants(IMaterialRendererServices* services, s32 userData)
{
video::IVideoDriver* drv = services->getVideoDriver();
//
core::matrix4 worldViewProj;
worldViewProj = drv ...
by Jinto
Mon Jan 14, 2013 1:41 pm
Forum: Advanced Help
Topic: Advise algorithm
Replies: 15
Views: 2420

Re: Advise algorithm

I'm trying to make a quick algorithm, using technology based on Marching Cubes to obtain the low-poly LOD mesh . To do this, for any meshes need to get the points cloud inside the initial mesh.
by Jinto
Sat Jan 12, 2013 9:21 pm
Forum: Advanced Help
Topic: Advise algorithm
Replies: 15
Views: 2420

Re: Advise algorithm

it's work fine but some points shows as inside.

http://91.207.106.248/Thermo_Compas/test1.jpg


IMeshBuffer* meshBuffer=o_mesh->getMeshBuffer(0);
printf("%i \n",o_mesh->getMeshBufferCount());
printf("%f %f %f \n", meshbox.MinEdge.X,meshbox.MinEdge.Y,meshbox.MinEdge.Z);
printf("%f %f %f \n ...
by Jinto
Fri Jan 11, 2013 10:45 am
Forum: Advanced Help
Topic: Advise algorithm
Replies: 15
Views: 2420

Re: Advise algorithm

Ok Thanks all
by Jinto
Thu Jan 10, 2013 9:47 am
Forum: Advanced Help
Topic: Advise algorithm
Replies: 15
Views: 2420

Advise algorithm

Advise algorithm. How rapidly determine whether a point is inside or outside of the mesh.
by Jinto
Wed Dec 26, 2012 9:13 am
Forum: Project Announcements
Topic: Editor
Replies: 9
Views: 2955

Re: Editor

by Jinto
Tue Dec 25, 2012 3:28 pm
Forum: Project Announcements
Topic: Editor
Replies: 9
Views: 2955

Re: Editor

by Jinto
Tue Dec 25, 2012 12:19 pm
Forum: Project Announcements
Topic: Editor
Replies: 9
Views: 2955

Re: Editor

Editor cars phisics

http://youtu.be/YXF50Hm-N0M
What do you plan to do with it? Will you put it open-source?
i'll make simulator Not open-source
by Jinto
Mon Dec 24, 2012 4:52 pm
Forum: Project Announcements
Topic: Editor
Replies: 9
Views: 2955

Re: Editor

Sorry for my angl

1 Terrain - dynamic tiles (endless). Loading when moving the camera. Textures from Google maps. Grid - height SRTM. Real region. Editing functions of the grid. Visibility - 10 km. Time-loading next row of tiles no more than 1 second.

2 Micro terrain - (blotches on the main ...
by Jinto
Mon Dec 24, 2012 2:30 pm
Forum: Project Announcements
Topic: Editor
Replies: 9
Views: 2955

Editor

by Jinto
Mon Nov 23, 2009 7:36 am
Forum: Beginners Help
Topic: Newton physics bullet example + code + need help
Replies: 2
Views: 665

Re: Newton physics bullet example + code + need help

1 Point of collision object and terrain
...
f32 p0[3];
f32 p1[3];
core::vector3df pos=cubes[total-1]->node->getAbsolutePosition();
p0[0]=pos.X;
p0[1]=pos.Y;
p0[2]=pos.Z;
NewtonBodyGetVelocity(cubes[total-1]->body, p1);

p1[0]=p1[0]*0.05f+p0[0];
p1[1]=p1[1]*0.05f+p0[1];
p1[2]=p1[2]*0.05f+p0[2 ...
by Jinto
Sat Nov 21, 2009 9:39 am
Forum: Beginners Help
Topic: Newton physics bullet example + code + need help
Replies: 2
Views: 665

Newton physics bullet example + code + need help

Newton physics displays good movement and collision of objects:

[img]http://cat-.front.ru/Screen.jpg[/img]

Need help in solving such problems:
1 Definition of the coordinates of the collision object (bullet) with the surface or other objects to display the

explosion.
2 How to distinguish ...